Hey guys! I know it's been pretty quiet between Metori and Garden Witch coming out, and I'm excited to finally announce and release the game I've been working on for all that time. I've always been upset and the untapped potential for really good games on the android market and I've been telling myself for years I was going to release a PC-quality game onto Google Play.
I'm happy to say I met that promise, the game is great, and I'm really proud of what I created. Here's The Kicker will also (eventually) be playable on PC and Web, though wherever I can't run ads will cost $1.00.
Please give this game a shot, I've been working on it for about as long as Metori, so it's a surprisingly complex, dynamic game. Click the link to view it!
Thanks for reading, killers! See you next time. -E
Patch for UI at 16:9 resolutions
Better support for 16:19 resolutions has arrived, and all UI should now work okay at 16:9 16:10 resolutions. I typically test this at 1080p, so please let me know if I missed an edge-case somewhere.
Kill on, E
hotfix for the hotfix
You ever get so excited to upload a patch to a long-standing issue that you accidentally leave parts of the game disabled. Well, I just did! Anyway, that's fixed now.
Another Hotfix update!
Hey killers. I've been really excited about the Workshop update, and have now seen a couple players upload levels! That's pretty exciting! Unfortunately it also revealed a bug to me that's fixed now.
When few levels are found in the 'Custom Content' page, the scroll bar improperly started off-screen in some of my supported resolutions. That's fixed now. Everyone should have a smoother experience playing and uploading levels in the Workshop.
The experience in the Itch.io version should be mostly unchanged, though if you download levels this will apply as well.
Seeya, E
Another Hotfix (Feb 15th)
A slight change to RezNodes snuck in which broke the campaign kinda. That's fixed now.
Also, now the "Custom Content" tab verifies that it only shows files with a .d4h extension.
Workshop fixes
Hey guys, found a small issue caused by leaving out Example.png in the last update. This would cause workshop uploads to fail. If following the guide in the community hub, it would still go through, but I don't expect everyone to do that! Sorry about that killers. Should be good now.
If you're reading this, go check out the Workshop! New levels have been posted.
In other news, Steam Cloud support has been reenabled. Good luck! E
Total Overhaul hotfix
Quick patch to repair some things left out of the previous update. -Level Editor movement is now framerate independent -Camera is now much less jerky in all scenarios.
Be sure to read the last patch for a full list of all recent changes!
Death Game's Total Overhaul Update
What's up killers! Today I'm extremely pleased to announce Death Game's biggest update ever. If you just want game news, skip to the bottom for the full changelog. Let's talk about the big stuff:
Full Steam Workshop support. You can now upload AND easily update levels, which can be downloaded and played with a single click! (Steam customers only, ItchIO buyers still must exchange levels manually)
New block types: Jump (Ends the level), Moneybag (Gain points and compare your score!)
Full game UI overhaul. Play levels in campaign mode, quickly open levels in the editor! New, pretty buttons and text!
Better game accessibility: Campaigns and (almost) all text are fully translated, and the campaign mode now includes captions for other languages or hard of hearing players!
Editor overhaul: Name objects inside the editor, full level creation is now completely possible without editing the .d4h file! Also now multiple control methods, helper scripts, and non-destructive preview with 'P'!
Completely new Modifier system. Access to game engine features, allowing for extremely complicated mechanisms, mechanics, and unique level looks! You can now play with no gravity, or make level objects invisible, and much more!
Official documentation: Death Game wiki now included with the game. Includes many mechanics as well as how to use them in your levels!
New translations! Death Game has now been professionally translated to Spanish, Russian and Chinese!
Achievements! Share your progress with friends, and brag about rare achievements.
There's so, so much to talk about with this update, but I don't want this post to be several pages long, so I'll just leave you with the changelog. And finally, some other news: Death Game+ has now been renamed to Death Game. This will be news to a lot of players, but Death Game+ originally launched with a free version, named Death Game, which was lacking quite a few features. However, response was drastically higher for the paid version, so the free version was eventually discontinued. Now, I've finally merged the two together, so will now refer to it as the simpler "Death Game". For purely mechanical reasons, some things, like SteamDB will still refer to Death Game in the old way. Thanks for reading! Here's the changes:
A number of level items have received new art, and the player now animates jumping state. The out of level trigger has now been made fully transparent, and buttons now update you on their state (now called levers) with changing art on use!
This may grow into a larger update that's essentially a total overhaul.. but no promises.
Enjoy the update, killers
E
Update 8: Small bug fixes, slight tweaks
Some minor changes, a few patches on things that needed it to say hi to all my new players!
Here's the changes:
-Slightly tweaked the main menu look
-Changed tutorial check behaviour. Previously if you never clicked on the tutorial, it would come up everytime asking you to look at it. Now you can just click no once and it stays gone.
-Now level load logic is not able to update every frame. This was just unnecessary so was changed.
-Maybe fixed a rather nefarious bug that would reload a custom level every frame
-Now Campaign levels always load from the "Campaign" folder instead of "CustomContent".
-You can now zoom the camera with NUMPAD- or NUMPAD+. You can also use NUMPAD* to reset your zoom level, but only in editor mode.
-Fixed some bugginess to do with campaign loading. It would still load, but I've now added a manual delay to fix things.
-Reworded some credits information more in tune with the contributor's wishes.